Slides from March 2014 presentation recorded by QVDC available at bit.ly/mjQVDC
This 90 minute presentation offers a series of provocative case studies, local and global, to demonstrate effective application of gamification principles and practices in Education. We will discuss key concepts of fun, play, and education.
1. This 90 minute presentation offers a series of
provocative case studies, local and global, to
demonstrate effective application of gamification
principles and practices in Education. We will discuss
key concepts of fun, play, and education.
Dr Bron Stuckey
Consultant in Gamification
Community Research and
Design
Natalie Denmeade
Gamification Consultant
2. Announcement
We need you to make this webinar engaging!
Please ask questions and share your wisdom and
insights. Keep the side conversation going and we
will weave it in to our presentation.
During this web conference, people who participate
by entering a comment or question in the chat
window will be entered into a lucky draw for a
mystery prize.
3. Type your answer in the chat
pod:
Think of something you
“played” recently.
Share 3 words to describe the
states and emotions that play
engendered.
Consider Play
4. 4
1. Hard Fun
2. Easy Fun
3. Serious Fun
4. People Fun
Four Keys to Fun - by Nicole Lazarro
5. Case Study 1:
Connected Immersion
GSummit NYC 2011 Susan Bonds “Big Media & Real Life”
http://www.youtube.com/watch?v=ODw3r6tySEM#t=1697
6. Activity
Type your answer in the chat pod:
How could you create a connected
immersion experience for your
learners?
7. Activity
bit.ly/v2quotes
Do these quotes apply best to
education or to play?
Answer using the shared Google
Drawing where you can drag and
drop quotes, or add your own
favourite quotes.
8. Case Study 2:
Follow the orange brick road to learn Moodle
http://klevar.com/moodle/course/view.php?id=2
9. Activity
Type your answer in the chat pod
A or B:
If you played Angry Birds, did
you:
A) go up the levels as fast as
possible or
B) earn as many points at each
level as possible?
13. Activity
Type your answer in the chat pod:
What other types of collaborative
behaviour might be encouraged by
a gamification strategy? Let us
know if you have experience with
any of these. Tell your story…
14. How do I get started?
Tip 1: Pick a small finite part of your teaching/program/work that is not
intrinsically exciting (like grammar) or has proven most difficult to make a
success and start with that.
Tip 2: Decide which individual or combination of game elements might work best
for your audience/users/learners. Don’t get too ambitious too early.
Tip 3: You can build a gamified program with the tools already at your disposal
e.g. Moodle, Google Sites, Edmodo. Investigate how others have used these.
Tip 4: Play test your design ideas with a sample of prospective users and seek
their feedback.
????? Let’s build on this…
15. How do I get started?
http://bit.ly/moojoo View completed example
16. We appreciate you making this webinar engaging and sharing your
wisdom and insights. The Mystery Prize is a 30 minute consultation
on gamification with Natalie. The winner will be announced shortly.
Bron Stuckey
Innovative Educational Ideas
Natalie Denmeade
Gamification Consultant
17. You are welcome to connect with us for further discussions
Dr Bron Stuckey
Consultant
Designer/Researcher
Innovative Educational Ideas
Research Fellow ASU Centre for
Games & Impact
@BronSt
http://about.me/bronstuckey/
bstuckey@iei.net.au
Natalie Denmeade
Gamification Consultant
@moodlemuse
natalie@moojoo.com.au
http://www.moojoo.com.au
Linked in Group
http://www.linkedin.com/groups/Moo
dle-motivation-4959183